Receiver was created for the 7-day FPS challenge to explore gun handling mechanics, randomized levels, and unordered storytelling. Armed only with a Colt 1911 A1 and an audiocassette player, you must uncover the secrets of the Mindkill in a building complex infested with automated turrets and hovering shock drones.

Features:

In depth gun mechanics: Interact with the slide, cock or uncock the hammer, load an empty magazine with new bullets, turn on the safety so you don't accidentally waste a bullet.

Enemy damage models: Each enemy has a visible camera, weapon, battery, and motor. These separate parts react to damage differently and affect how the enemy behaves after the shot. Shoot the killbot's camera and he can't see you, shoot out its weapon and it can't hurt you. Blind a turret and it will forever search for a target it can't see.

Permanent death: One shot to the goo, and you're starting over.

Random world: Each playthrough will have a different building layout, enemy placements, ammo stashes, cassette tape placement.

Random gun condition: You might start with three full magazines in your inventory, you might start with only a single bullet in the chamber.

The world expands as you find audio cassette tapes scattered around the building and slowly learn about the Receivers, Killbots, and the Mindkill.

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Update 1:

- Fixed problem with falling through the floor in one of the rooms
- You can now remove rounds from a magazine with 'r' when gun is holstered (e.g. to combine two half-full magazines)
- Made hover bots louder so they are easier to detect
- Added a restart-game button in case you get stuck (hold 'L')
- Fixed problem inability to run when gun is holstered
- Disabled gun shadow (players report that it is weird to see a gun shadow without a body shadow)
- Mouse cursor disappears automatically when alt-tabbing into the game
- Splash screen correctly fades to black when starting new game
- More descriptive input names in configuration window
- Brighter muzzle flash illumination

CONTENT UPDATE 1:

-Maglite: Find one or spawn with one. Harries technique animation. Some rooms darkened to accommodate its usage. It will run out of batteries!-S&W Model 10 Revolver: Double action or manual cocking, reloading using extractor rod. Bullet casings may expand in the chamber, causing harder reloads. Spin the cylinder, because why not!-Glock 17: Full auto, 17 bullet mag, simpler than the default.-Gun Distance Slider: Move the gun closer to your face if you want to look down the sights!

It's now on Steam Greenlight! Vote up for it to show up on Steam! If successful, any previous buyers or Overgrowth preorderers will get a Steam code for no extra charge.

Played it, it's quite fun mastering the gun mechanics. Only things it needs is

- A little more than a ridiculously small amount of health (falling a distance of more than 5 feet or getting shot/zapped a single time will kill you every time)
- More notification when you've killed turrets (ie, smoke/sparks, maybe a special impact sound)
- A fucking flashlight goddamn
- A more logical control scheme (ie, E is to eject your clip and Z is to insert it again, while pressing E with your clip out just drops it. There's plenty of stuff like that that makes sense in theory but in practice is just cumbersome. I don't want the game to be less complex at all but the controls themselves could do with a slight streamlining/retouching)
- Something to do besides wander around and hunt for tapes
- More enemy types
- More apparent lighting so you judge turret movement a little better

I do fully understand that this was a 7day FPS though, I'm just saying they're charging five dollars for this is all.

Played it, it's quite fun mastering the gun mechanics. Only things it needs is

- A little more than a ridiculously small amount of health (falling a distance of more than 5 feet or getting shot/zapped a single time will kill you every time)
- More notification when you've killed turrets (ie, smoke/sparks, maybe a special impact sound)
- A fucking flashlight goddamn
- A more logical control scheme (ie, E is to eject your clip and Z is to insert it again, while pressing E with your clip out just drops it. There's plenty of stuff like that that makes sense in theory but in practice is just cumbersome. I don't want the game to be less complex at all but the controls themselves could do with a slight streamlining/retouching)
- Something to do besides wander around and hunt for tapes
- More enemy types
- More apparent lighting so you judge turret movement a little better

I do fully understand that this was a 7day FPS though, I'm just saying they're charging five dollars for this is all.

people spend sixty dollars for games that have less content than this does so five bucks is pretty reasonable

although you should be ashamed if you don't have overgrowth already preordered

people spend sixty dollars for games that have less content than this does so five bucks is pretty reasonable

although you should be ashamed if you don't have overgrowth already preordered

I already do, so I don't feel robbed or anything. Also, this game, despite having nice complex gun mechanics, has almost no content. Two enemy types (one of those enemy types is the same as the other only it moves around), one gun, half a goal and a bunch of dark, low-res samey rooms. A couple of free 7Day FPS games had more content and polish than this, though they were less ambitious.

Like I said, a price tag assumes they're going to work on it bit by bit for a while, I just hope they make it nice and rounded out.

o i was just saying this game has more re-playability than sixty dollar games

if there was more substance than cassette collecting it could span out and be amazing

I don't know about you but I had a fun 10 minutes and found no reason to play again. I had already mastered gun handling and fooling turrets, and there's so far no configuration of enemies or level design that forces me to change my tactic of "wait for the blue light to pass and go in to shoot the turret's scope". Just my two cents.

no wonder why five dollars is a ripoff, you are throwing loose change everywhere. you can have your two cents BACK!!!

idk though. to me this game has a supreme amount of polish to it despite it not having that many features. between all of the blatant things they could seriously make another full-fledged game out of it with the current art style it has right now and seriously make another killer title

no wonder why five dollars is a ripoff, you are throwing loose change everywhere. you can have your two cents BACK!!!

idk though. to me this game has a supreme amount of polish to it despite it not having that many features. between all of the blatant things they could seriously make another full-fledged game out of it with the current art style it has right now and seriously make another killer title

That's what I'm saying, it has mountains of potential and I hope they work on it. I'm just pointing out the flaws to let off some steam here. I don't hate it or feel like I've wasted my time but I really want this game to be improved and expanded. I think a major turn-off for me is that if you die it does not impact you at all, despite being perma-death. You have no abilities, items or even ground to gain since the map layout is random. When you respawn you get a random allotment of ammo and everything, so you lose and gain nothing but shitty tapes all throughout.

There are two glitches that REALLY need to get fixed.
1. The enemies can spot you and kill you through walls and floors sometimes.
The turrets shoot at me through walls, and the flying zap-bots phase through the floor and zap me.
2. You can fall through the floor in some areas.

K, so I know to shoot the turrets at the brownish part that casts the light, but where the hell do I hit the flying drones? I just know that if you shoot somewhere around the bottom of them, they break down.

Played it, it's quite fun mastering the gun mechanics. Only things it needs is

- A little more than a ridiculously small amount of health (falling a distance of more than 5 feet or getting shot/zapped a single time will kill you every time)
- More notification when you've killed turrets (ie, smoke/sparks, maybe a special impact sound)
- A fucking flashlight goddamn
- A more logical control scheme (ie, E is to eject your clip and Z is to insert it again, while pressing E with your clip out just drops it. There's plenty of stuff like that that makes sense in theory but in practice is just cumbersome. I don't want the game to be less complex at all but the controls themselves could do with a slight streamlining/retouching)
- Something to do besides wander around and hunt for tapes
- More enemy types
- More apparent lighting so you judge turret movement a little better

I do fully understand that this was a 7day FPS though, I'm just saying they're charging five dollars for this is all.

I think that the E for eject and drop is so you can changes mags quickly when things get heated. Double tap E pick a mag and slap it in.

I've played it for the last few hours now and I must say that I love the atmosphere. It's awesome to know that the difference between your success and your failure is whether you forgot to pull back the hammer or you failed to shoot out the cameras on the turrets. The only thing I have to complain about is the ridiculously low health (one shot kills) and the frequent bug where you fall through the floor.

people spend sixty dollars for games that have less content than this does so five bucks is pretty reasonable

although you should be ashamed if you don't have overgrowth already preordered

Less content? The fuck 60 dollar game are you talking about? And don't give me that bandwagon sheeple shit "MODERN WARFARE HERP" because, whether you like it or not, it has, for many people, hundreds of hours of content.